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Complexity as a Barrier to Playing Dungeons & Dragons
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<blockquote data-quote="Keldryn" data-source="post: 5505371" data-attributes="member: 11999"><p><strong>D&D 4th Edition (Essentials)</strong></p><p></p><p><span style="font-size: 12px">D&D 4th Edition (Essentials)</span></p><p></p><p>Regdar, 1st-level Fighter (Slayer)</p><p>Male Human, 19 years old</p><p>Alignment: Good</p><p></p><p>Strength 18 (+4 to melee attack and damage rolls; +4 to Fort defense)</p><p>Dexterity 14 (+2 to ranged attack and damage rolls; +2 to AC and Reflex defenses)</p><p>Constitution 13 (+1 healing surge)</p><p>Intelligence 10</p><p>Wisdom 12 (+1 to Will defense)</p><p>Charisma 11</p><p></p><p>Languages: Common, Goblin</p><p></p><p>Hit Points: 28 | Bloodied: 14</p><p>Healing Surges: 10 | Surge Value: 7</p><p></p><p>Move: 4 squares</p><p>Initiative: +2</p><p>Action Points: 1</p><p></p><p>Armor Class: 19 (+7 [Scale armor], +2 [Dex]) | Skill check penality: -1</p><p>Fortitude: +6 (+2 [class], +4 [Str])</p><p>Reflex: +2 (Dex)</p><p>Will: +1 (Wis)</p><p></p><p>Trained Skills (4): </p><ul> <li data-xf-list-type="ul"> Athletics +9 (+4 [Str])</li> <li data-xf-list-type="ul"> Endurance +3 (+1 [Con], -3 [armor])</li> <li data-xf-list-type="ul"> Heal +6 (+1 [Wis])</li> <li data-xf-list-type="ul"> Intimidate +5 (Cha)</li> </ul><p> </p><p>Common Untrained Skills:</p><ul> <li data-xf-list-type="ul"> Perception +2 (+2 [Wis])</li> <li data-xf-list-type="ul"> Intuition +2 (+2 [Wis])</li> </ul><p></p><p>Weapon Proficiencies: All simple and martial weapons</p><p>Armor Proficiencies: Cloth, leather, hide, chainmail, scale</p><p></p><p>Feats (2):</p><ul> <li data-xf-list-type="ul"> Heavy Blade Expertise - +1 feat bonus to attack rolls with heavy blades; you gain a +2 bonus to all defenses against opportunity attacks while wielding a heavy blade.</li> <li data-xf-list-type="ul">Weapon Focus (Heavy Blades) - +1 feat bonus to damage rolls with heavy blades.</li> </ul><p> </p><p>Class Features:</p><ul> <li data-xf-list-type="ul">Heroic Slayer: add your Dexterity modifier (+2) to the damage rolls of all weapon attacks.</li> <li data-xf-list-type="ul">Weapon Talent: gain a +1 bonus to weapon attack rolls.</li> </ul><p></p><p>Stances (At-Will * Minor Action)</p><ul> <li data-xf-list-type="ul">Battle Wrath - gain a +2 bonus to the damage rolls of basic attacks using a weapon</li> <li data-xf-list-type="ul">Poised Assault - gain a +1 power bonus to the attack rolls of basic attacks using a weapon</li> </ul><p></p><p>Powers:</p><ul> <li data-xf-list-type="ul"> Heroic Effort (Encounter * No Action) - when you miss with an attack or fail a saving throw, gain a +4 racial bonus to that roll</li> <li data-xf-list-type="ul"> Power Strike (Encounter * Free Action) - when you hit an enemy with a basic melee attack using a weapon, the target takes an extra 1[W] (1d10) damage from the attack.</li> <li data-xf-list-type="ul"> Second Wind (Encounter * Standard Action) - you may spend one healing surge (regain 7 hit points). Until the end of your next turn, you gain a +2 bonus to all of your defenses.</li> </ul><p></p><p>Basic Attacks:</p><ul> <li data-xf-list-type="ul">Greatsword: +9 vs AC; 1d10+7 damage<br /> +9 vs AC; 1d10+9 damage (Battle Wrath stance)<br /> +10 vs AC; 1d10+7 damage (Poised Assault stance) <br /> </li> <li data-xf-list-type="ul">Shortbow: +5 vs AC; 1d8+4 damage; Range: 15/30<br /> +5 vs AC; 1d8+6 damage (Battle Wrath stance)<br /> +6 vs AC; 1d8+4 damage (Poised Assault stance) </li> </ul><p></p><p></p><p><strong>The Basics:</strong></p><p></p><p>Your six ability scores represent your character's basic physical and mental capabilities. They range from 8 to 20 for beginning characters, with a score of 10 representing average human ability. Higher scores reflect greater capabilities.</p><p></p><p>When you want your character to do something, tell the DM what you wish to do and describe how you do it. The DM will narrate the outcome of your actions. </p><p></p><p>If the success of an action is not guaranteed, the DM may ask you to make a roll to determine whether you succeed or fail. All checks to determine if an action is successful fall under a universal mechanic: roll 1d20, add appropriate modifiers, and compare to a target difficulty class number (DC). </p><p></p><p>An <em>ability check</em> is sometimes used if there is no specific rule to determine the success of an action. Roll 1d20 and add the modifier for the relevant ability score.</p><p></p><p><em>Skill checks</em> are a type of ability check and represent specific training or experience.</p><p></p><p><em>Saving Throws:</em> if you are affected by a negative condition, you may need to make a saving throw to overcome it. You get to make a saving throw at the start of each of your turns, and you need to roll a 10 or higher on 1d20 to succeed.</p><p></p><p><em>At-Will Powers</em> may be used as often as you like.</p><p></p><p><em>Encounter Powers and Short Rests:</em> an encounter power may be used once per encounter. After taking a short rest (a five-minute period of non-strenuous activity), your encounter powers become available again.</p><p></p><p><em>Daily Resources and Extended Rests:</em> healing surges and hit points are restored to their full capacity after taking an extended rest (6 hours of non-strenuous activity). You may only take one extended rest in a 24-hour period. An extended rest also resets your action point total to 1.</p><p></p><p> </p><p><strong>In Combat:</strong></p><p></p><p><em>One Round:</em> represents 6 seconds of time in the game world. During each round of combat, every participant gets a turn to act.</p><p></p><p><em>Actions:</em> during your turn, you may take one standard action, one move action and one minor action. You may trade a standard action for a move or minor action, and a move action for a minor action.</p><p></p><p><em>Action Points:</em> you may spend one action point to gain an additional standard, move, or minor action on your turn. You may use one action point per encounter. You gain one additional action point after every second encounter that you face during a single day.</p><p></p><p><em>Stances:</em> a stance is an at-will power that is activated with a minor action. A stance lasts until a new stance is entered or until the end of the encounter.</p><p></p><p><em>Surprise:</em> when combat starts, the DM may ask you to make a Perception check to determine if you are surprised. Any individual is who surprised does not get to act during the surprise round. If you may act during the surprise round, you may only take one standard action and no others.</p><p></p><p><em>Initiative:</em> at the start of combat, roll 1d20 + Dexterity modifier to determine your place in the combat sequence.</p><p></p><p><em>Moving:</em> during your turn, you can move up to your movement rate as a move action. You may take a second move action in place of your standard action.</p><p></p><p><em>Attacking:</em> roll a d20 and add your attack bonuses. If the total equals or exceeds the target's armor class, you hit. When an opponent attacks you, the DM rolls to hit your AC.</p><p></p><p><em>Inflicting Damage:</em> if you hit, roll your weapon damage die and add applicable damage bonuses. When an enemy's hit point total reaches 0, it's dead.</p><p></p><p><em>Temporary Hit Points:</em> in addition to your regular hit points, you may also have been granted temporary hit points by another character in your party, such as a cleric. If you already have temporary hit points and receive additional temporary hit points, do not add them together. Keep the higher of the two amounts and discard the other.</p><p></p><p><em>Taking Damage:</em> when you take damage in combat, first apply that damage to any temporary hit points which you may have remaining. Subtract the remainder from your regular hit points.</p><p></p><p><em>Bloodied:</em> if your current hit point total reaches 1/2 (or fewer) of your maximum hit points, you are considered bloodied. Other party members or monsters may have powers which are triggered when you are bloodied, so you should announce to the group if you become bloodied.</p><p></p><p><em>Dying:</em> if your hit points drop to 0, you fall unconscious and are dying. Each round, you must roll a "death save" (10 or higher on 1d20) to stabilize. If you fail this save three times, you are dead.</p><p></p><p><em>Healing Surges:</em> represent your total capacity for recovery over a single day. When you spend a healing surge, you regain a number of hit points equal to your healing surge value (7). You can't exceed your original total hit points. Once you are out of healing surges for the day, there are only very few ways of regaining hit points.</p><p></p><p><em>Opportunity Attacks (OA):</em> an armed combatant is considered to "threaten" its surrounding squares (for human-sized characters, this is generally 1 square). In general, performing an distracting action within a threatened area (such as attacking with a ranged weapon) will grant the opponent a free Opportunity Attack. Moving out of a threatened space will also usually draw an OA.</p><p></p><p><em>Shift:</em> you may move 1 square as a move action. This does not provoke an OA.</p><p></p><p></p><p><strong>Notes:</strong></p><p></p><p>I originally wrote this one up with the same longsword and shield as the others, and then I realized that the slayer class doesn't get a shield proficiency. The class is designed to use higher-damage two-handed weapons, so I went with a greatsword instead of taking a shield proficiency.</p><p></p><p>The assumed party includes an Essentials cleric, so it is very likely that this character will encounter some of the following effects and need to apply them:</p><ul> <li data-xf-list-type="ul"> +1 to +3 resistance to all damage until end of cleric's next turn [at-will power]</li> <li data-xf-list-type="ul"> +1 to +3 power bonus to damage rolls against a specific target until the next of cleric's next turn [at-will power]</li> <li data-xf-list-type="ul"> 5 temporary hit points [encounter power]</li> <li data-xf-list-type="ul"> +2 power bonus to all defenses until the end of the encounter [daily power]</li> </ul><p></p><p>Basic Attack Calculations:</p><ul> <li data-xf-list-type="ul"> Greatsword: <br /> Attack: +4 [Str], +1 [Weapon Talent], +1 [Expertise Feat], +3 [Proficiency] = +9<br /> Damage: +4 [Str], +2 [Heroic Slayer], +1 [Weapon Focus] = +7</li> <li data-xf-list-type="ul"> Shortbow:<br /> Attack: +2 [Dex], +1 [Weapon Talent], +2 [Proficiency] = +5<br /> Damage: +2 [Dex], +2 [Heroic Slayer] = +4</li> </ul></blockquote><p></p>
[QUOTE="Keldryn, post: 5505371, member: 11999"] [b]D&D 4th Edition (Essentials)[/b] [size="3"]D&D 4th Edition (Essentials)[/size] Regdar, 1st-level Fighter (Slayer) Male Human, 19 years old Alignment: Good Strength 18 (+4 to melee attack and damage rolls; +4 to Fort defense) Dexterity 14 (+2 to ranged attack and damage rolls; +2 to AC and Reflex defenses) Constitution 13 (+1 healing surge) Intelligence 10 Wisdom 12 (+1 to Will defense) Charisma 11 Languages: Common, Goblin Hit Points: 28 | Bloodied: 14 Healing Surges: 10 | Surge Value: 7 Move: 4 squares Initiative: +2 Action Points: 1 Armor Class: 19 (+7 [Scale armor], +2 [Dex]) | Skill check penality: -1 Fortitude: +6 (+2 [class], +4 [Str]) Reflex: +2 (Dex) Will: +1 (Wis) Trained Skills (4): [list] [*] Athletics +9 (+4 [Str]) [*] Endurance +3 (+1 [Con], -3 [armor]) [*] Heal +6 (+1 [Wis]) [*] Intimidate +5 (Cha) [/list] Common Untrained Skills: [list] [*] Perception +2 (+2 [Wis]) [*] Intuition +2 (+2 [Wis]) [/list] Weapon Proficiencies: All simple and martial weapons Armor Proficiencies: Cloth, leather, hide, chainmail, scale Feats (2): [list] [*] Heavy Blade Expertise - +1 feat bonus to attack rolls with heavy blades; you gain a +2 bonus to all defenses against opportunity attacks while wielding a heavy blade. [*]Weapon Focus (Heavy Blades) - +1 feat bonus to damage rolls with heavy blades. [/list] Class Features: [list] [*]Heroic Slayer: add your Dexterity modifier (+2) to the damage rolls of all weapon attacks. [*]Weapon Talent: gain a +1 bonus to weapon attack rolls. [/list] Stances (At-Will * Minor Action) [list] [*]Battle Wrath - gain a +2 bonus to the damage rolls of basic attacks using a weapon [*]Poised Assault - gain a +1 power bonus to the attack rolls of basic attacks using a weapon [/list] Powers: [list] [*] Heroic Effort (Encounter * No Action) - when you miss with an attack or fail a saving throw, gain a +4 racial bonus to that roll [*] Power Strike (Encounter * Free Action) - when you hit an enemy with a basic melee attack using a weapon, the target takes an extra 1[W] (1d10) damage from the attack. [*] Second Wind (Encounter * Standard Action) - you may spend one healing surge (regain 7 hit points). Until the end of your next turn, you gain a +2 bonus to all of your defenses. [/list] Basic Attacks: [list] [*]Greatsword: +9 vs AC; 1d10+7 damage +9 vs AC; 1d10+9 damage (Battle Wrath stance) +10 vs AC; 1d10+7 damage (Poised Assault stance) [*]Shortbow: +5 vs AC; 1d8+4 damage; Range: 15/30 +5 vs AC; 1d8+6 damage (Battle Wrath stance) +6 vs AC; 1d8+4 damage (Poised Assault stance) [/list] [b]The Basics:[/b] Your six ability scores represent your character's basic physical and mental capabilities. They range from 8 to 20 for beginning characters, with a score of 10 representing average human ability. Higher scores reflect greater capabilities. When you want your character to do something, tell the DM what you wish to do and describe how you do it. The DM will narrate the outcome of your actions. If the success of an action is not guaranteed, the DM may ask you to make a roll to determine whether you succeed or fail. All checks to determine if an action is successful fall under a universal mechanic: roll 1d20, add appropriate modifiers, and compare to a target difficulty class number (DC). An [i]ability check[/i] is sometimes used if there is no specific rule to determine the success of an action. Roll 1d20 and add the modifier for the relevant ability score. [i]Skill checks[/i] are a type of ability check and represent specific training or experience. [i]Saving Throws:[/i] if you are affected by a negative condition, you may need to make a saving throw to overcome it. You get to make a saving throw at the start of each of your turns, and you need to roll a 10 or higher on 1d20 to succeed. [i]At-Will Powers[/i] may be used as often as you like. [i]Encounter Powers and Short Rests:[/i] an encounter power may be used once per encounter. After taking a short rest (a five-minute period of non-strenuous activity), your encounter powers become available again. [i]Daily Resources and Extended Rests:[/i] healing surges and hit points are restored to their full capacity after taking an extended rest (6 hours of non-strenuous activity). You may only take one extended rest in a 24-hour period. An extended rest also resets your action point total to 1. [b]In Combat:[/b] [i]One Round:[/i] represents 6 seconds of time in the game world. During each round of combat, every participant gets a turn to act. [i]Actions:[/i] during your turn, you may take one standard action, one move action and one minor action. You may trade a standard action for a move or minor action, and a move action for a minor action. [i]Action Points:[/i] you may spend one action point to gain an additional standard, move, or minor action on your turn. You may use one action point per encounter. You gain one additional action point after every second encounter that you face during a single day. [i]Stances:[/i] a stance is an at-will power that is activated with a minor action. A stance lasts until a new stance is entered or until the end of the encounter. [i]Surprise:[/i] when combat starts, the DM may ask you to make a Perception check to determine if you are surprised. Any individual is who surprised does not get to act during the surprise round. If you may act during the surprise round, you may only take one standard action and no others. [i]Initiative:[/i] at the start of combat, roll 1d20 + Dexterity modifier to determine your place in the combat sequence. [i]Moving:[/i] during your turn, you can move up to your movement rate as a move action. You may take a second move action in place of your standard action. [i]Attacking:[/i] roll a d20 and add your attack bonuses. If the total equals or exceeds the target's armor class, you hit. When an opponent attacks you, the DM rolls to hit your AC. [i]Inflicting Damage:[/i] if you hit, roll your weapon damage die and add applicable damage bonuses. When an enemy's hit point total reaches 0, it's dead. [i]Temporary Hit Points:[/i] in addition to your regular hit points, you may also have been granted temporary hit points by another character in your party, such as a cleric. If you already have temporary hit points and receive additional temporary hit points, do not add them together. Keep the higher of the two amounts and discard the other. [i]Taking Damage:[/i] when you take damage in combat, first apply that damage to any temporary hit points which you may have remaining. Subtract the remainder from your regular hit points. [i]Bloodied:[/i] if your current hit point total reaches 1/2 (or fewer) of your maximum hit points, you are considered bloodied. Other party members or monsters may have powers which are triggered when you are bloodied, so you should announce to the group if you become bloodied. [i]Dying:[/i] if your hit points drop to 0, you fall unconscious and are dying. Each round, you must roll a "death save" (10 or higher on 1d20) to stabilize. If you fail this save three times, you are dead. [i]Healing Surges:[/i] represent your total capacity for recovery over a single day. When you spend a healing surge, you regain a number of hit points equal to your healing surge value (7). You can't exceed your original total hit points. Once you are out of healing surges for the day, there are only very few ways of regaining hit points. [i]Opportunity Attacks (OA):[/i] an armed combatant is considered to "threaten" its surrounding squares (for human-sized characters, this is generally 1 square). In general, performing an distracting action within a threatened area (such as attacking with a ranged weapon) will grant the opponent a free Opportunity Attack. Moving out of a threatened space will also usually draw an OA. [i]Shift:[/i] you may move 1 square as a move action. This does not provoke an OA. [b]Notes:[/b] I originally wrote this one up with the same longsword and shield as the others, and then I realized that the slayer class doesn't get a shield proficiency. The class is designed to use higher-damage two-handed weapons, so I went with a greatsword instead of taking a shield proficiency. The assumed party includes an Essentials cleric, so it is very likely that this character will encounter some of the following effects and need to apply them: [list] [*] +1 to +3 resistance to all damage until end of cleric's next turn [at-will power] [*] +1 to +3 power bonus to damage rolls against a specific target until the next of cleric's next turn [at-will power] [*] 5 temporary hit points [encounter power] [*] +2 power bonus to all defenses until the end of the encounter [daily power] [/list] Basic Attack Calculations: [list] [*] Greatsword: Attack: +4 [Str], +1 [Weapon Talent], +1 [Expertise Feat], +3 [Proficiency] = +9 Damage: +4 [Str], +2 [Heroic Slayer], +1 [Weapon Focus] = +7 [*] Shortbow: Attack: +2 [Dex], +1 [Weapon Talent], +2 [Proficiency] = +5 Damage: +2 [Dex], +2 [Heroic Slayer] = +4 [/list] [/QUOTE]
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